BotSpawn

Moved

Total Downloads: 11,694 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018

5/5, 81 likes
  1. Just read through all the posts. Seems that its a bug that the dev of the mod is aware of. Just gotta wait for a fix.
     
  2. Great mod. Thank you for this. One request is multiple kits (random) support. Thanks again.
     
  3. They would have to be specified kits though. Can't have it cycling through all the kits on the server or they will run into kits that won't work.
     
  4. I'm not sure what we've done differently (a LOT of tweaking of this and other plugins), but all our bots seem to work perfectly, running around in their restricted area, shooting, dropping different tiers of loot etc. I can't promise, but I'll see if I can find anything obvious. e.g. we use the PathFinding and HumanNPC plugins but they may have nothing to do with your problem.
     
  5. Perhaps list any mods that might affect bots? Which version of Oxide are you running? Nav Mesh and AI settings could be a factor too.

    I would love for these clothes wearing auto-turrets to be a bit more mobile.
     
  6. No bots will spawn, activated harbor 1 and 2, and ... bot.count show me 2 bots for 10 seconds exactly after reload, and after that shows me 0 bots on !
    Any idea what im doing wrong? (fixed, was 2 versions behind with oxide)
     
    Last edited by a moderator: Nov 1, 2017
  7. "Respawn_Timer": 60 what? seconds? minutes?
    Added a kit with clothes and weapon, bot is droping random stuffs, where i can control the loot table? (using alphaloot)
     
  8. Hello. Here I am back. I just realized that the bots did not move, they stayed on the spot. You know why ?
     
  9. Many have been asking this since the update. Still no answers or updates.
     
  10. Having the same issue on our server. Change bot health in the config but it does not change.
     
  11. I am perfectly fine with that. I imagine so would many other be as well.
     
  12. Okay, so I can't see *anything* obvious in our setup, so I'll just describe what we've done.

    First we set navgrid on in our server.cfg

    Code:
    # Spawn scientists?
    +nav_grid 1 
    Then the first part of our BotSpawn.json config looks like this. After Airfield, it's more of the same.

    Code:
    {
      "Options": {
        "Animal_Safe": true,
        "APC_Safe": true,
        "Bots_Drop_Weapons": true,
        "Cull_Default_Population": true,
        "Ignore_Animals": true,
        "Ignore_HumanNPC": true,
        "NPC_Retaliate": false,
        "Peace_Keeper": true,
        "Remove_BackPacks": true,
        "Reset": true,
        "Reset_Timer": 1800,
        "Suicide_Timer": 120,
        "Supply_Enabled": false,
        "Turret_Safe": true
      },
      "Zones": {
        "AirDrop": {
          "Activate":false,
          "Bot_Accuracy": 4,
          "Bot_Damage": 0.4,
          "Bot_Firing_Range": 20,
          "BotHealth": 100,
          "BotName": "randomname",
          "Bots": 5,
          "Disable_Radio": true,
          "Kit": "bot1",
          "Murderer": false,
          "Radius": 100
        },
        "Airfield": {
          "Activate": true,
          "Bot_Accuracy": 4,
          "Bot_Damage": 0.4,
          "Bot_Firing_Range": 20,
          "BotHealth": 100,
          "BotName": "randomname",
          "Bots": 5,
          "Disable_Radio": true,
          "Kit": "bot1",
          "Murderer": false,
          "Radius": 100,
          "Respawn_Timer": 600
        },
    ...etc for the different monuments. The "bot1" Kit we created using the Kits plugin, and our intention is to use different kits for different monuments.

    And finally, our BotSpawn.json data looks like this (untouched).

    Code:
    {
      "CustomProfiles": {}
    }
    The bots were moving around, firing etc with the above settings. We've only just also added HumanNPC and PathFinding plugins for another reason, so we don't think they affect the Scientists behaviour in any way.

    Try these settings and hopefully the Scientists will work for you too. Other than that, I've no idea.
     
    Last edited by a moderator: Nov 2, 2017
  13. Same here great plugin, just not moving around. Do you still use it?
     
  14. im updated and they are dropping weapons when its set to false
     
  15. My murderers are moving , but not runing anymore after last night update !
     
  16. Hey guys,

    Not ignoring you - oxidemod decides not to notify me of new posts every so often.

    Put simply, this plugin is a glorified spawn button.
    I haven't written the AI so nine times out of ten if the AI isn't moving/firing/whatever, it's caused by something in the AI code, rather than the plug needed fixed or updated.

    Additional features/controls/options are for me to fix but a few of them are in stalemate.
    Weapon drop, for example, no longer works because of changes to the relevant hook.
    No Weapon Drop (outdated) for Rust | Oxide , for example, has been decommissioned for this reason so I'll have to either find a workaround or remove the feature.

    Regarding health, I noticed that seems to be no longer working.
    I need to check but max health used to be 4/500 (FP limitation).
    If that's changed the same is true - workaround or remove; Although I have an idea how I'd work around that.

    In short, there are things I need to do, but when it comes to the core AI there are things I just can't do.

    It's a little disappointing, I know, but I think we just have to make do with BotSpawn being a bit of a botch until the AI development warrants a rewrite.
     
  17. Hello. For my part, the plugin works since the last update. Surely grace or because of the disappearance of zombies.
     
  18. Could someone help me if possible ?
    Code:
    Failed to initialize plugin 'BotSpawn v1.2.6' (NullReferenceException: Object reference not set to an instance of an object)
      at Oxide.Plugins.BotSpawn.Loaded () [0x00000] in <filename unknown>:0
      at Oxide.Plugins.BotSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00000] in <filename unknown>:0
      at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00000] in <filename unknown>:0
      at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00000] in <filename unknown>:0
      at Oxide.Plugins.CSharpPlugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x00000] in <filename unknown>:0
    Unloaded plugin BotSpawn v1.2.6 by Steenamaroo
    No previous version to rollback plugin: BotSpawn
      
     
  19. Steenamaroo updated BotSpawn with a new update entry:

    1.2.7

     
  20. Same pb as before
    Code:
    Failed to initialize plugin 'BotSpawn v1.2.7' (NullReferenceException: Object reference not set to an instance of an object)
      at Oxide.Plugins.BotSpawn.Loaded () [0x00000] in <filename unknown>:0
      at Oxide.Plugins.BotSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00000] in <filename unknown>:0
      at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00000] in <filename unknown>:0
      at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00000] in <filename unknown>:0
      at Oxide.Plugins.CSharpPlugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x00000] in <filename unknown>:0
    Unloaded plugin BotSpawn v1.2.7 by Steenamaroo
    No previous version to rollback plugin: BotSpawn